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The Dark Night!; Changes are a coming on MBW!
Topic Started: Oct 2 2011, 10:09 PM (995 Views)
mattblackgod
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Big boss warlord dude!
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High above Matt Black’s world a satellite watched the planets surface. The satellite was left by the Federation after “after” sterilizing the world of the horrific viruses the warring factions had unleashed on each other. The satellite’s function was to watch the world and look for the tell tale power signatures of space vehicles leaving the planet. The satellite has been equipped with a arsenal of powerful nuclear warheads to cripple and destroy such vessels attempting to leave the planet.

On the edge of the system a fragment of metal moves at incredibly high speeds. It is not more than 20mm across. A fragment from a space vessel from who knows where? Who knows when it started it’s journey? Over the years it speeds past the asteroid fields, warning satellites, automated gun and missile stations and past the mine fields.

The Satellite takes a impact and the metal fragment ends its long, possible interstellar journey inside the satellite. The satellite is damaged and auto repairs. Calibration tables for the sensors are lost. The back ups are too. The satellite loads factory defaults.

Then it happens. Several large power signatures on the surface that exceed the threshold levels. Weapons arm and launch. New fire falls from the skies onto the surface of Matt Black’s world.

The sensors in their newly re-calibrated state picked up not space craft signatures but the signatures of several small reactors powering some of the SOS bunkers and vaults that survived below.

One Missile scored a direct hit on the Aryanriche bunker city destroying the bunker and the mutants that had overrun it. Kaiser Basher may have applauded if two warheads hadn't crashed into the Castle his people had fled to.

Brittannia Bunker City took three hits wiping the city from the face of the map.

The planets biggest threat - the Enclave took hits to the main city, a captured Mil Bunker and a allied Vault. The new nation was destroyed and returned to the wastelands from where it sprang.

The Guardians home of Titans Ark took two hits destroying it. The Vault that spawned the Sun and Moon was destroyed along with the city along side it. Warheads also fell in the fledgling state of Neo Soviet.

The face of the world had changed. Darkness covered the skies in many places. butt his time it was only for weeks rather than years. The harsh Nuclear Winter didnt follow although crops did fail in many places and new generations of Bandits and Raiders were born. In some places Cannibalism is on the rise.

With Aryanriche gone many factions could relax, especially those containing mutants. The Wastelands around the area became more contaminated and was renamed “ Hated Wastes”. The Kaisers legacy lives on as his bands of Skin Heads still roam the world trying to force it to conform. How long these bands will last without their support networks is anyones guess. Those that escaped the Kaiser's realm when the Bunker fell formed their own village on the borders of the Confederacy Wastes and utilised what high tech stuff they brought with them.

Brittannia SOS Bunker and city was vaporized. It could no longer assert its threats to the communities of the Brittannia wastes. The Gangs of the Nu London Ruins and the Skrap Knights in their fortresses can relax a little. Although the city was gone a few of Brittannia’s old Warriors beyond the cities walls now serve other communities or work as bandits or mercenaries. Black Daggars Company stayed in the lush Fair Fields and kept protecting the farmers their. Lord Black Daggar hires his Company out as Mercenaries as needed.

With the Enclave gone their lands fell back under the control of the Scavengers and mutants they drove out of their lands. New Eden (or not so New Eden) is now more contaminated and the Ash Lands and Deserts are now slowly encroaching on the now dead country. All is not lost though. In a few places a handful of survivors look to rebuild. The question is what will they build.

The Guardians lost the military bunker they called home along with the founding chapter. With the bunker they lost a lot of military might and old world tech. The faction is no longer able to field Power Amour or old world tech. The survivors and patrols regrouped. The faction now much weaker split into a two new “chapters” and headed out into the Wastes looking for new homes. They are determined to continue the Guardians work of reclaiming old world tech for themselves. With the Guardians gone however who will help the Wastelands stand up to the nearby rising city of Nu Babylon, home of the Hellborn (a satanic cult)?.

Although the Sun and Moon lost their home city and bunker they where lucky that they survived with minimal casualties. The faction are moving and rebuilding in a new location closer to the Mojo Wastes. The Trog Mercenaries proved useful in the search and rescue missions as they are Radiation resistant. The Sun and Moon’s growth and expansion is slowed for now.

The Neo Soviet state suffered the loss of it’s SOS bunker. However their Capitol Town is far away from the bunker and the State only suffered minor losses. Mattblackograd (the Capitol) only suffered loss of power as the Bunker provided it. The Bunker’s loss has stopped the military machine and the State is reliant on the weapons and kit it already has.

What little Law and Order in the wasted world is now lost. What hold humanity had on the world is gone. In what was the “civilized” lands the out lying villages are building high barricades to keep the wastelands out. The Guardians, Sun and Moon and Neo Soviets are weakened and could fall to Raiders or Bandits. Thats if the internal factions don't rip them apart first. New contamination falls onto the world poisoning it further. Who knows what new monsters the Wastes will spawn? Stalkers roam into these new contaminated places looking for new items to take back and trade. Who knows what they may bring back? As for the Satellite, it floats high above its arsenals depleted. I wonder if there are more of these Satellites in orbit?
Edited by mattblackgod, Oct 2 2011, 10:16 PM.
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mattblackgod
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Big boss warlord dude!
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Yup - this is my excuse to evac my high tech factions off MBW and return it to a more Ramshackle Nuke Ren/New Dark Ages type feel rather than the Fallout one I had going. Small communities fearing to go beyond the walls without vehicles. No wandering out after dark.

As for the minis. Many will go into my Space Setting as the armies of various worlds. Some will be sold on. Some repainted. Others touched up and used as Mercs on MBW (I am thinking of dirtying up one or two of the Brittainnia minis and using them as Mercs).
Edited by mattblackgod, Oct 2 2011, 10:17 PM.
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v_lazy_dragon
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Sounds really good Danny :)
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tinker
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You just hit the reset button didn't ya Danny?! :lol: Made the place even more deadly than before...
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Lost Wanderer
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Coldheart
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Nice reboot you've got going on there.
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mattblackgod
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Well I couldnt have all those wastelanders spoiling by going civilised. The place wouldnt be any fun! :D
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tinker
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No opportunity for a civilization to pop up with you as the UberLord at the controls!!!
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mattblackgod
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Would you rather I controlled this world?! Mauh ha HAAAAAAAAAA! :D
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tinker
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Naw... and if ya do, remember I did vote for ya!
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mattblackgod
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Big boss warlord dude!
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The new nuclear attack on MBW caused many changes as the strong became the weak. The EMP from the missiles caused many places to lose power for a short while. For other places such as the town of Laird in the Brittannia Wastes it was business as usual. Natural Gas powers that town and whilst some may consider Gas Lamps to be primitive, at least they don't go out when someone drops a Nuke nearby.

In Liberty City the power was out for three days. Much rioting was seen on the streets and Lord Snipe put the Watch on full alert. Commander Venom let Sargent D use that crazy hand cannon on some crowds. He soon became feared and rioters would flee at Ds approach. Finally the rioting and looting stopped when the power returned.

For New Sodom city it was business as usual when the lights went out, although the muggings and rapes increased in the dark. The seven Lord's of the city increased their warriors numbers on the streets just incase Liberty City tried something.

In the Scav Lands capitol town - Scrap City the ruler of the Scav Lands, Lord Grimface was assassinated in the darkness. The assassin was his brother Marco. Marco took rule of the Scav lands and Grimface's lieutenants welcomed the new ruler cautiously. Who knows what new era Marco will bring to the Scav lands? Fast Eddie stationed in a camp in the depressing ruins hopes his crew will return to Scrap city rather than sitting about in the ruins hoping for some invaders from Trashford, Mutiechester or Analfield just to break the boredom. Even the Rad Roaches and Ghouls stay away from the depressing ruins.

Many saw the new reign of death from the skies as a sign from the Matt Black God's displeasure at mankind's attempts to repeat the past. The numbers of the Anarchist bands in the Wastes swelled. New cults sprang up too. Some preached Anarchy in the God's name whilst others saw the attack as a sign to destroy all life on the world and formed Doomsday cults. One thing is certain the world has become a crazier place.

Since the decline of Brittannia city slavers now roam the Brittannia wastes without fear.
Edited by mattblackgod, Oct 7 2011, 10:01 PM.
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mattblackgod
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Big boss warlord dude!
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I have reworked the factions for MBW. Let me know what your think.

Note on Settlements...Settlements vary in size from a handful of folks to a city. Typically I work to - camps up to 20 bodies, Settlements/Farmsteads up to 30 bodies, Villages 30 to 200 bodies, Towns 201 to 500 bodies, Cities 501 to 5,000 bodies. Settlements larger than this do not exist on the world.


Anarchist
Anarchist gangs roam the wastes. They believe that the the apocalypse came to free mankind from its overlords. As such they go out of their way to destroy anything that may help mankind rebuild or anything that survives the old times. They are against any faction larger than a village. Anarchists vary in their degree of operation. Some such as the Manic Wasteland Preachers are happy to preach the virtues of Anarchy to anyone who will listen. Others such as the Wasteland Loonies will attack anything that resembles law and order. Some Anarchist bands (depending on their outlook and mood) may help locals defend themselves from predatory bandits or raiders.
Allies: None.
Enemies: Law Bringers, Civilization, Corporation, Cults, Raiders, Slavers, Syndicates, Vaults.

Bandit:
Bandits live in the wastes and are parasitic preying on anyone weaker than themselves. They attack, steal and extort what they can. Bandits will only kill or severely injure their victims if pressed. They need their victims alive for killing them would cause them to starve. Bandits will fight other bandit gangs for turf. They will also protect their victims from raiders and mutant beasts as their victims are no use to them dead. Examples of Bandit gangs are the Glowing Coast Playboys and the Razor Heads in the Neosov Wastes.
Allies: None
Enemies: Everyone.

Civilization:
Civilization are places that have become organized for defense. These may be a handful of villages, a town or a city. A mark of civilization is that they are trying to rebuild and put in infrastructure such as roads. Some are controlled by a large gang. Some have a organized military force, police force or both. They have laws and taxes too. Civilizations vary greatly in their style and philosophies.
Examples of Civilizations are Liberty City, New Sodom City, Nu Babylon (Hellborn), Ahnk, Nu Moscow and the Sun and Moon.
Allies: Depends on the Civilization
Enemies: Anarchists, Depends on the Civilization.

Corporation:
Corporations existed before the end. Only one survived the end The Kraptoidiots Corporation. One other Corporation has emerged since, The Risen Corporation. The Corps hate each other.
Corporations are trying to reform the world in a Corporate form with the workers at the bottom little more than slaves with little hope of elevating themselves beyond their station. The Corps own even their staff and operatives.
Allies: Possibly Civilizations depending on their viewpoint. Whoever is low enough to trade with them. Maybe Mercs.
Enemies: Other Corporations, Anarchists, Bandits, Anyone not from the Corporation.

Cult:
Cults come in many forms. There are cults involving most of the major Religions (usually in a much corrupted and twisted form), older belief practices and many other oddball ideas. They live in fortified “monasteries” and keep to themselves unless they are out to enlighten or kill the non believers. There are some Doomsday cults out there too, who believe that the end came for a reason and continue the slaughter. They hope to kill themselves when everyone else is dead.
Examples of cults are The Children of Goodness, Little Sisters of Mercy, Church of the Matt Black God, Followers of the Matt Black God, Cult of St Milla, Cult of the Purple Helmet and the Hellborn.
Allies: Vary Rare.
Enemies: Every one not of the Cult.

Farmstead:
Farmsteads usually exist within a few miles of villages, towns, cities and syndicate bases. They try to scratch a living off the land and trade what they can for other supplies they need or protection.
Allies: Hunters, Stalkers, Tribals, Civilization, Traders
Enemies: Raiders, Bandits, Corporations

Hunters:
Most Settlements have a hunter or three. These are specialists in hunting animals and in some cases humans for bounties. Hunters are welcome as they go beyond the barricades and bring food back for the population.
Allies: Stalkers, Farmers, Civilizations, Traders.
Enemies: Bandits, Raiders, Corporations

Law Bringer:
The Law Bringers are odd factions. They are found in many settlements village sized and above keeping the peace. However they will walk the Wastes hunting famous wrong doers to make the wastes a safer place. In some places the Long Walk is considered as a retirement package for the Lawbringer. Lawbringers will often assist other Lawbringers from other settlements and the “Long Walkers” in capturing/killing wrongdoers. Examples are the Law Bringers of Glowing Coast and Liberty City.
Allies: Settlement they Serve. Possible alliance with other Lawbringer groups and retired Lawbringers doing the Long Walk.
Enemies: Bandits, Raiders, Anarchists, Slavers, Criminals in General.

Mercs:
Fighting is a way of life in the Wastes so you may as well make some jack out it!Mercenaries can be found in many settlements. They carry out many functions were a extra bit of muscle is needed. Some Merc companies are the descendants of pre end military factions and maintain military colors, flags and kit. The downside of employing Mercs is that they may change sides if the pay is better.
Allies: Who they serve or who will pay the most.
Enemies: Who they are told to attack.

Militia:
Militias are forces in Civilisation areas and raised from locals to defend their homes and resources. They are often poor in quality having lived behind the settlement’s walls most of their lives. Militia personnel often guard gates. They get one or two training days when they join and are left to do their jobs on a part time or as needed basis. Better defended places may have training days once or twice a year to keep their militias skills sharp.
Allies: The place they serve.
Enemies: Who they are told to attack, Raiders, Bandits.

Nomad:
Nomads roam the wastes moving from place to place. They perform odd jobs, scavenge and trade. They are often looked down upon and mistrusted. However Nomads are also considered to be a good source of news and trade items.
Allies: None
Enemies: Lots

Peusdo Cult:
Pesudo cults follow an ideal in a almost religious fashion. They are similar to cults in their structure and actions. Examples of this are the Guardians who take Technology and keep it for themselves in the name of protecting mankind from itself and the Mattblack Healers who are looking to educate and heal the Wastelanders.
Allies: Few
Enemies: Who ever opposes them.

Raider:
Raiders are psychotic bands of maniacs who take what they want or need from whoever that may cross their paths. They do not think twice of killing their victims and delight in acts of extreme violence and depravity. Typical Raiders are the Khants and Autoskum gangs. Hellborn warbands are considered to be raiders due to their madness and ferocity.
Allies: None.
Enemies: Everyone.

Scrap Wranglers:
Scrap Wranglers roam the wastes in huge vehicles looking for scrap metals and wrecks. They cut up what they can then haul it to the nearest settlement or syndicate/corporation factory were they trade it. Scrap Wranglers also trade other items they may find in the ruins. Due to the nature of their job they often attract Bandits and Raiders. Some locals also take offense at the Scrap Wranglers stealing from their turf. Some Tribals see them as desecrating the hallowed places and take offense.
Allies: Some Stalkers. The syndicates, corporations and traders they deal with.
Enemies: Some Stalkers, Raiders, Bandits, other Scrap Wranglers, some local gangs and tribals.

Stalker:
Stalker is a nickname from the pre times. No one knows where it originated or why they should be called this. Stalkers are a independent faction and are seen as saviors of their communities. Many consider them as daredevils for the jobs they do. They venture beyond the settlements walls and scavenge the ruins for items to help their communities survive. Sometimes they bring back other old world treasures too. Successful Stalkers have fame and fortune. However life is short for many. The places they wander into are filled with horrible mutants, bandits, raider and toxic poisons. Stalkers will also serve with Warbands made up of militia, Law men, Mercs and hunters tackling threats to their settlements.
Allies: The settlement they serve.
Enemies: Bandits, Raiders, some scrap wranglers, some tribals, slavers.

Slaver:
Slavers wander the wastes raiding settlements for slaves. They take the captured slaves and trade them at settlements who take slaves.
Allies: Only those they trade with.
Enemies: Depends on the morals of who they meet and who slavers are trying to turn into slaves.

Syndicate:
Syndicates are made up of settlements who produce items or provide goods and services. In some areas it may be a trader, weapon/vehicle repairer and ammo manufacturer. Syndicates often have problems with corporations trying to take them over. Some syndicates use slaves others pay for work. Syndicates often employ Mercenaries as a security force. Typical syndicates are the Wasteland Construction Company, Wasteland Express and Laird.
Allies: Traders, who ever they trade with.
Enemies: Bandits, Raiders, Anarchists, corporations

Traders:
Traders roam the wastelands trading items for profit. They trade with settlements, farms, syndicates, stalkers and scrap wranglers. For many places they are a life line. Traders often employ mercenaries. Examples: Trader Tommy.
Allies: Who ever they trade with
Enemies: Bandits, Raiders, Anarchists, Corporations

Tribals:
Tribals have returned to a low tech existence living off the land. Each tribe has it own unique look, beliefs and customs. Some have even developed their own languages. Tribals usually steer clear of the ruins and technology of the old world. They are forbidden or sacred places haunted by ghosts and demons.
Allies: Possible alliances with some Traders, Nomads and other tribals.
Enemies: Bandits, Raiders, Corporations, Some Stalkers and Scrap Wranglers.

Vaults:
The Vaults where bunkers developed for the everyday folk to live in, for a price by the unscrupulous Vaultsys corporation. Although they are well equipped they do not have the facilities of the government SOS Bunkers. The majority of the 10,000 Vaults constructed were filled before the end days (99%). The Vaults were designed for 100 people to live in for centuries and could easily expand to take 150 bodies. Many have survived and remain hidden. They are places of isolated high tech groups who fear the outside world. The corporations that built the vaults have run many social and other experiments on many of the Vaults unknown to the inhabitants. It is thought that 25% of the Vaults have been destroyed during the Nuclear Assault. Another 20% have been lost to outside invasions by Bandits, Raiders, Corporations, other forces and systems failures. 25% have been lost to “failure” of the experiments the corporation ran.
Examples: Vault 99
Allies: Not Known.
Enemies: Bandits, Raiders, Corporations, Civilizations wishing to take the Vault in question, some Stalkers who may look to looting the Vault.
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tinker
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Danny,

You've been a busy Warlord haven't ya?

Thanks for all the neat ideas, I'll simply rename them and say ya stole them from me... Oh, forget that I tell them I stole them :lol:
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v_lazy_dragon
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Wow - very thorough, and some good ideas to boot! It reminds me that I need to finish my list at some point.. :s
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mattblackgod
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Worked during all the down times in work (we just cant catch that Gremlin, and the bloody thing keeps moving!) and the long drives to and from work.

Some ideas pinched from Metro2033 (they used Stalkers in this fashion rather than the guys nicking stuff from the Zone), Fallout universe, Babylons Burning background and Nuclear Renaissance. I am looking at it from the direction of what in reality would exist afterwards. Looking at the Dark Ages and the wild west helped quite a bit. Of course these are mostly only faction types. The individual factions can be coloured however I please. Any one could be Fascists, Commies, Puritans or even cannibals. There will also be those groups that may fall outside this list.

Tinker you are welcome to borrow what you like. I will send the socks around to extract royalties! :lol: Besides I pinched them from other places! :lol: Ideas that is, not my socks!
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tinker
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Ya pinched the socks too!
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mattblackgod
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Shhh! No one knows about where I got my socks! :D

Another faction type for my world, borrowed from FO New Vegas and Rage.

Courier:
In a world were danger lurks beyond the settlement walls few people will travel. The Couriers are another faction that walks the wastes...or drives across them in heavily armoured vehicles. They provide a service of transporting small items, news and messages across the Wastelands. As a result Bandits and Raiders like to intercept them. You don't want word getting out that you have just attacked a settlement. You don't know who will turn up to spoil your party.

There is another type of Courier that also transports people and larger packages too.

I thought I would add them as I have a Courier Service already - Wasteland Express. There is a transport company too - Trans Wastes!

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Mr. Clean
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Could they get a pizza to me in under 1/2 hour?

I have some spare ammo to trade?
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mattblackgod
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Possible...what sort of pizza?
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Mr. Clean
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What else is there but Rat and Mushroom pizza?

Lots of great background ideas Warlord!

Brian
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tinker
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What? Ya left off the "Toe Cheese"?
Edited by tinker, Jan 3 2012, 12:43 AM.
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